First character (for practice), did I miss anything?
Posted: Mon Nov 30, 2015 2:31 am
I just took a look at the game, and it looks pretty cool. I generally "get" mechanics pretty quickly, so I don't really have much in the way of questions. I did want to run a character by people just to make sure I've got the basics down, see if I made any mistakes, that sort of thing. I decided that my first character (not for an actual game or anything, just to mess around) would be a conversion of a Pathfinder character I've used in the past.
Since I'm concentrating on learning the mechanics, I haven't included any of the fluffy stuff for the most part (though I'm happy to type out her story if anybody really wants me to). She's got plenty of story, that's just not what I'm focused on converting at the moment.
(Sorry it's not more readable, the text field here destroyed my formatting, so I had to rework things a bit.)
I know she's got more attacks than usual, but I'm trying to convert a Pathfinder spellcaster, so I wanted to represent her ability to bring a lot of varied energy types and attack patterns to bear.
Also, I've seen the discussions over Gear vs. Focus vs. Whatever. I decided on Focus for her spellbook specifically because not just anybody can take it and use it: she's studied it for years to learn how to use this magic, and while she still needs the book to reference the mystical formulae, somebody just picking the book up would likely have no idea how to use it. Her combat spells, of course, are so rote that she doesn't need anything to cast them. She's a war mage after all, not a utility mage.
I'm not sure how Fear and Hatred of the same thing would interact at two -2 values. I think what I'd probably do (after talking to the hypothetical game's GM, of course), is declare which thing she wants to do at the moment (get away from them or fight them), and then roll Iron Will to have her avoid giving in to her emotions and taking the less desirable action instead.
So anyway, how's this look for my first try?
Edit
I went over the example characters and counted up their Abilities and Weaknesses, which reminded me that apparently the Base Zero rule lets you vary by 5 or so. If I wanted to unclutter the sheet a bit, I might drop a Weakness or two, I think, since I only took some of them trying to get my total to 0, stretching a bit to justify them. I'd probably drop Fussy and Hatred.
Since I'm concentrating on learning the mechanics, I haven't included any of the fluffy stuff for the most part (though I'm happy to type out her story if anybody really wants me to). She's got plenty of story, that's just not what I'm focused on converting at the moment.
(Sorry it's not more readable, the text field here destroyed my formatting, so I had to rework things a bit.)
NotesSaga, the Wandering Warmage
Defense (5), Health (30), Endurance (70), Threat (19)
Abilities
Agile (+2), Attack: War-magic (+3), Evasive (+2), Intimidating (+1), Iron-willed (+3), Knowledge: Magic (+1), Knowledge: War-magic (+3), Magic: Arcane (+2; Self Only), Quick (+1), Smart (+2), Vigorous (+3)
Weaknesses
Amnesia (-1), Awkward Size (-1, Short), Bizarre Appearance (-1, Half-drow), Emotionless (-1), Fear (-2, Drow), Focus (-1, Arcane Magic requires spellbook), Frail (-1), Fussy (-1), Hatred (-2, Drow), Mute (-1), Outcast (-2, Elves), Sensitivity (-1, Drow heritage), Shy (-2), Wanted (-2, Drow assassins), Weak (-2)
Attacks
Quarterstaff: (Roll 4, DX 0, End 0); Defensive; Weapon
Magic Missile: (Roll 8, DX 4, End 0); Aff. (Force); Accurate, Ranged, Redirectable; Feather Blow, Low Penetration
Flash Frost: (Roll 7, DX 6, End 15); Aff. (Ice); Area Effect, Effective x2, Ranged; Delayed
Fire Bolt: (Roll 7, DX 6, End 15); Aff. (Fire); Continued Effect, Effective x2, Ranged; Delayed
Thunder Storm: (Roll 7, DX 6, End 15); Aff. (Lightning); Multiple Targets x2, Ranged; Delayed
Ultimate Attack
Missile Massacre: (Roll 8, DX 9, End 30); Aff. (Force); Accurate, Armor Piercing x2, Barrier Buster, Effective x5, Redirectable, Strike Through, Area Effect x2, Overwhelming; Ammunition x3, Concentration, Open to Attack
I know she's got more attacks than usual, but I'm trying to convert a Pathfinder spellcaster, so I wanted to represent her ability to bring a lot of varied energy types and attack patterns to bear.
Also, I've seen the discussions over Gear vs. Focus vs. Whatever. I decided on Focus for her spellbook specifically because not just anybody can take it and use it: she's studied it for years to learn how to use this magic, and while she still needs the book to reference the mystical formulae, somebody just picking the book up would likely have no idea how to use it. Her combat spells, of course, are so rote that she doesn't need anything to cast them. She's a war mage after all, not a utility mage.
I'm not sure how Fear and Hatred of the same thing would interact at two -2 values. I think what I'd probably do (after talking to the hypothetical game's GM, of course), is declare which thing she wants to do at the moment (get away from them or fight them), and then roll Iron Will to have her avoid giving in to her emotions and taking the less desirable action instead.
So anyway, how's this look for my first try?
Edit
I went over the example characters and counted up their Abilities and Weaknesses, which reminded me that apparently the Base Zero rule lets you vary by 5 or so. If I wanted to unclutter the sheet a bit, I might drop a Weakness or two, I think, since I only took some of them trying to get my total to 0, stretching a bit to justify them. I'd probably drop Fussy and Hatred.